Eberron Rising From the Last War

(Nancy Kaufman) #1
Undying Councilor

Medium undead, neutral good

Armor Class 17 (natural armor)
Hit Points 104 (1 6d8 + 32)
Speed 30 ft.

STR
16 (+3)

DEX
10 (+O)

CON
14 (+2)

INT
17 (+3)

Saving Throws Con +6, Int +7, Wis +9

WIS
21 (+5)

CHA
16 (+3)

Skills Arcana +7, History +11, Insight +9, Perception +9,
Religion +7
Damage Vulnerabilities necrotic
Damage Immunities poison, radiant
Condition Immunities charmed, exhaustion, frightened,
paralyzed, poisoned
Senses darkvision 120 ft., passive perception 19
Languages Common, Elvish
Challenge 10 (5,900 XP)

Aura of Radiance. The councilor magically sheds bright light
in a 15 -foot radius and dim light for an additional 15 feet. The
councilor can extinguish or restore this light as a bonus action.
If the bright light overlaps with an area of darkness created by
a spell of 3rd level or lower, the spell that created that darkness
is dispelled.

Magic Resistance. The councilor has advantage on saving
throws against spells and other magical effects.
Spellcasting. The councilor is a 13 th-level spellcaster. Its spell­
casting ability is Wisdom (spell save DC 17 , +9 to hit with spell
attacks). It has the following cleric spells prepared:
Cantrips (at will): guidance, mending, sacred flame, spare the
dying, thaumaturgy
1st level (4 slots): bless, command, create or destroy water
2nd level (3 slots): augury, calm emotions, hold person
3rd level (3 slots): daylight, dispel magic, spirit guardians

Undying Soldier

Medium undead, neutral good

Armor Class 17 (breastplate, shield)
Hit Points 26 (4d8 + 8)
Speed 30 ft.

STR
16 (+3)

DEX
12 (+l)

CON
14 (+2)

INT
11 (+O)

WIS
13 (+l)

CHA
1 4 (+2)

Skills Athletics +5 , History +4, Perception +3, Religion +4
Damage Vulnerabilities necrotic
Damage Resistances radi ant; bludgeoning, piercing, and
slashing from nonmagical attacks not made with silvered
weapons
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 13


4th level (3 slots): banishment, divination, guardian of faith
5th level (2 slots): dispel evil and good, flame strike (see "Ac­
tions" below) , scrying
6th level (1 slot):forbiddance, planar ally
7th level (1 slot): plane shift

ACTIONS
Multiattack. The councilor makes two Radiant Touch attacks.

Radiant Touch. Melee Spell Attack: +9 to hit, reach 5 ft., one
target. Hit: 15 (3d6 + 5) radiant damage.

Healing Touch (3/Day). The councilor touches another crea­
ture. The target magically regains 18 (3d8 + 5) hit points and is
freed from one curse afflicting it (councilor's choice).
Flame Strike (5th-Level Spell; Requires a Spell Slot). The coun­
cilor chooses a point it can see within 60 feet of it. Each crea­
ture in a 10 -foot-radius, 40-foot-high cylinder centered on that
point must make a DC 17 Dexterity saving throw. A creature
takes 14 (4d6) fire damage and 14 (4d6) radiant damage on
a failed save, or half as much damage on a successful one. If
the councilor casts this spell using a spell slot of 6th level or
higher, the fire damage or the radiant damage (its choice) in­
creases by ld6 for each slot level above 5th.

LEGENDARY ACTIONS
The councilor can take 2 legendary actions, choosing from
the options below. Only one legendary action option can be
used at a time and only at the end of another creature's turn.
The councilor regains spent legendary actions at the start
of her turn.
Touch. The councilor makes one attack with its Radiant Touch.
Shimmering Aura (Costs 2 Actions). The councilor channels
positive energy into its Aura of Radiance. Until the end of the
councilor's next turn, it sheds bright light in a 30 -foot radius
and dim light for an additional 30 feet. Any creature that
starts its turn in the bright light must succeed on a DC 17
Constitution saving throw or be blinded until the end of the
councilor's next turn.

Languages Common, Elvish
Challenge 2 (450 XP)

Illumination. The soldier magically sheds bright light in a 10 -
foot radius and dim light for an additional 10 feet. The soldier
can extinguish or restore this light as a bonus action.
Turn Resistance. The soldier has advantage on saving throws
against any effect that turns undead.

ACTIONS
Multiattack. The soldier ma
.

kes two spear attacks.

Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 6 (ld6 + 3) piercing damage
or 7 (ld8 + 3) piercing damage if used with two hands to make
a me/ee attack, plus 9 (2d8) radiant damage if the target is a
fiend or undead.

CHAPTER 6 j FRIENDS AND FOES
3 II
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